If I were to do it again, (same survey) I would just list all the questions and have options like "No Interest", "Some Interest", and "Very Interested". Those are much less hairy than a forced ranking, it's really how I should have done this for better participation. Like I said, live and learn (and I did).
Denryu
I also believe they will be shooting to get it out before the long weekend. Be a shame for all that potential alpha testing to go to waste. [e digicons]:digichet:[/e] However, as the 3rd is a holiday for most of us (hopefully including our friends at StarDock) I am guessing alpha on the 2nd.
[quote who="GW Swicord" reply="13" id="2271725"]I confess I ducked this one on account of the format taxing my eyes and brain. The latter part involved not wanting to see things like "Was any decision reached regarding the economic model?" get an answer any time soon. I kind of hope that many (most?) of the questions will remain open perhaps even past the first beta, and definitely for the alpha. And even though I didn't do the form this time, I still appreciate Denryu's
Screenshot would be problematic as well, I will just post the top few for now, until I can figure out a better alternative. Here are the most popular questions and their average rating (higher is better) 24 ppl took the survey. 1. Was any decision reached regarding the economic model? 12.84, 19 responses 2. Will it be possible to train spellcaster units? &nb
Bah having trouble posting results.
[quote who="Frogboy" reply="19" id="2270834"] I mean, will I be able to decrease the amount of LoDing if I have a faster computer and larger, higher-res monitor, or even turn it off entirely. There is nothing to turn off. Frame rate determines when it switches to the next quality level. I took these screenshots on a Thinkpad T60. Not exactly a top of the line machine. [/quote] I have a couple of questions regarding the 4th image. There are grid l
[quote who="Scoutdog" reply="12" id="2270654"] So not much hope for seeing large and grand armies duke it out under your control? Actually, considering the screenshots, it looks like (just guestimating here, mind you) we will have armies of at LEAST 30 units or so, if you decide to go the cannon fodder route. [/quote] Well, I hope this snippet from Frogboy's May 26 post is more indicative of the army size... [quote]Contemporary fiction tends to trivi
The last thing I heard was that tactical combat would be "like X-Com, but faster". I will see if I can find the relevant post. [quote] Q: I've heard
Only five takers so far - I think it may be a bit too ugly for most people to wade thru. [e digicons]|-O[/e]
Some questions were included because they were asked, and I didn't want to dig up the answers and nobody else did either. I didn't think it was fair for me to make a unilateral decision not to include them, but I assume they will be rated low in importance if it is felt they have been answered. And yes, it was an ugly survey - I did not care for the format at all, I should have avoided forced ranking for so many questions.
Click Here to take survey I will post here when we have a good sampling of 30 or 40, then update if there are significant changes. The survey is a pretty ugly format, sorry I felt like forced ranking was important. It might have been better to not force a ranking but just list various interest levels. But I don't feel like redoing the survey! [e digicons]:thumbsdown:[/e]
[quote quoting="post"] Technology Trees The technology in Elemental is largely the same for each faction with a handful of distinctive early game features that enable special buildings and units per faction. There are roughly 20 different technologies. This seems low because of the way (far more fun IMO) technologies are implemented. Instead of there being "Advanced Swordsmanship" or something players instead choose a more generalized tech and the
I considered starting a new thread, as this is going to be a fairly large post and I don't want it to get lost in the larger thread. But for now I will post it here. We have two opposing and important interests. On the one hand, if channeler death or fight lost = game over, then no one will want to risk their channeler. On the other hand, if the channeler is incredibly difficult to beat, and there isn't significant cost to losing a battle, channelers will just wipe out armies,
[quote who="RisingLegend" reply="6" id="2267792"]I've only got one that hasn't already been asked, units we have seen so far (in pictures that the devs have shown us) only seem to have one soldier/worker per unit... I was hoping to see more per unit similar to master of magic which had 4-6 soldiers per unit, so basically: How many figures (number of troops) per unit can we expect to see in the final game? Similar to that of MoM? [/quote] Got this as of mid-March.
[quote who="Wintersong" reply="3" id="2267570"] 10) Which is the meaning of life? [/quote] Gotcha covered. 42.
Ireally like the option of moving units to the edge of the battle in order to retreat. No additional losses need to be added, if you can get the units to the "leave the battle" boundary, then they escaped. I would REALLY like to see this also use surrounding terrain tiles. For instance, Player A has an army on a tile, and to the North is impassible mountains, to the West and East are plains, and to the south is the attacking army of Player B. Player B moves onto the same tile
@ Winter: This avatar is a keeper.
I really like the "June FAQ" that Frogboy posted. So for my next survey, what I would like to do is: Step 1. Have people submit a lot of questions that you would like answered in the next FAQ. Step 2. I will put those questions in a Survey and I will post the results. Who knows if StarDock will actually use that list, but at least it would be available to them. I had intended to probably not do a survey this week, but there is so much exciting going on! When I saw the
[quote who="pigeonpigeon" reply="17" id="2267279"] Quoting Denryu, reply 16 Giving credit where it is due, GREAT job psychovarin for getting thru an entire post without using the word 'carebear'. Considering he's advocating for channelers to be immortal and death a mere inconvenience, I think even he must realize that he should be laughed out of the room for calling people who want death=game over carebears Quotin
Don't get me wrong - killing a channeler should be hard to do. I am not against him having all kinds of ways to "Gate" out of trouble, etc. But to me the retarded idea is that the game would continue on without your channeler...I mean wtf srsly? If the games isn't over for you when your channeler dies, when is it over? When every one of your cities has been completely over run? Well if you are playing as the magic sovereign, and he gets killed, doesn't it stand to reason that you (the channel
[quote who="psychoravin" reply="12" id="2266919"] I'll accept practically anything except game over if the channeler dies. Game over because channeler dies is just retarded. [/quote] An argument for game over when your channeler dies if I ever saw one.
Snapping turtlers! LOVE IT! [e digicons]:troll:[/e]
A bit of disappointing news, but I am so grateful to StarDock and FrogBoy for getting this kind of info out - many others would wait until the day it had been announced and then just say "Sorry, not ready!" or worse yet nothing at all. Incredible class act to keep everyone informed.
@ DHStom (re: First beta Build) Working hard to get a 'limited-alpha' out next week, but that depends on how much we get done by tomorrow.
[quote who="pigeonpigeon" reply="5" id="2264931"] Quoting Denryu, reply 4 If resources ever did deplete, I would expect new sources to appear at roughly the same rate as old one were depleted. While I'm interested in something like that - resources depleting but being replaced at about the same rate - I'm also concerned about it. It could significantly devalue cities partway through the game, and considering settlements are going to be very la